ZhaoYun's Recent Forum Activity

  • ranma sorry for the bump ..

    I just hope to know what is the update regarding the android permission thingie?

  • Yeah I wonder what is their stance on this too.

    And if they prefer us to do it, I think they might as well as supply us with that logo .

  • I have been struggling on the same issue too, when it comes to multitouch/multiplayer's the forum just suddenly gone quiet...

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • After days of experimenting, countless exporting, this is my conclusion of how construct2 audio commands works(or dont works) in CocoonJ.

    This is it:

    audio silence-prevent music from starting, but does not stop them if they are already in played. (means you are never going to stop your looping music, but works well on sfx)

    mute- does not work at all. Music still continues plays, and will keep on starting to play. (Works well in preview, exported to cocoonj = fail)

    However...

    unmute will and can cancel out the audio silence of the tagged audio.

    eg:

    set audio tag "BGM": always unmute

    set audio silence.

    result= BGM ignores audio silence

    The bgm that is playing will continues to play, but new bgm wont start.

    Other sounds wont start. but playing sound will continue to play.

    Hope someone check if my findings were correct. and if it is so, please do fix/update it. =)

    ludei Ashley

  • , I see, thanks for the explanation, In the meanwhile I will work my way around by using stop music and don't play music.

  • Wow... so the xat was used this way....

    all these time spent thinking and trying different things, and the answer is just... so simple...

    David Flook thankyou! You won't know how much this means to me O.O!!

  • the expression Touch.X and Touch.Y only and always refers to the X and Y of First touch.

    So what is the expression of touch 2, 3, 4 and so on?

    Without knowing this, there is little way that a touch game can be build without suffering from unrefined touch control...

    DESPERATELY NEEDING HELP.

    Thank you!

  • kenhes

    The origin of the particle will have to be outside the layout for it to be destroyed.

  • Well, rest assure that it is really destroyed!

    Or, you can set your project configuration setting to either scale, or crop. then as long as your preview browser is bigger than your project window, you can see what happens outside the layout.

    Or you just put in an audio file, and set play it once object is destroy, so you can hear those sounds and know that the object has destroyed.

  • That's how I will do it too, not sure about the cheapness though...

  • tips:

    1)I prefer setting player HP as a global variable, as I can bring it across layout.

    2)It is better to damage system into a group.

    Eg. create a family of "atk hitbox", since you probably have more than 1 type of enemy, which spawn different attack.

    and then create a family variable call "atkdamage"

    so, you can simply write:

    For each family"atk hitbox"

    Family "atk hitbox" on collision with playerbox, playerbox substract atkhitbox.atkdamage to HP.

  • According your description, I thought you already have the problem figured out?

    My way of doing it by using instance variable.

    1)Setting instance variable on the enemy, name it firing, put it's value to 2.

    2)when playerbox is overlapping sensor ,substract dt from firing.

    3)when firing less or equal to 0, spawn "atk hitbox".

                                      set firing to 2.

    4)when playerbox is not overlapping sensor, set firing to 2.

    the attacking part:

    5)when playerbox is on collision with "atk hitbox" substract HP from playerbox.

ZhaoYun's avatar

ZhaoYun

Member since 13 May, 2012

None one is following ZhaoYun yet!

Trophy Case

  • 12-Year Club
  • Email Verified

Progress

13/44
How to earn trophies